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The Second Dawn


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#1 Ultimar235

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Posted 14 January 2004 - 02:50 PM

Well it all looks good and all, pretty impressive :p

But is it a full scale crazy battle?? or is it just another form of generals?

I mean im fed up with playing games and mods where the only reason it lasts a long time is cus you have to work out some strategy to collect resources and crap. And the only reason you end up winning is cus you can pump out more tanks faster than the other guy, even if the other guy is a better strategist.

Id much rather it be fully hands on and ready to go but at the same time theres still strategy.

Surely instead of messing about with money, why not make it like units take power instead of money to run? or perhaps there are build limits and so you have to use them wisely, well you get the idea.

#2 Kwartjuh

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Posted 04 January 2004 - 08:33 PM

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Welcome to the Second Dawn forum.

I think everybody on this forum remembers Command and Conquer Tiberium Dawn.
I sure do, and i must have played it a million times. But after the years passed by, the game is little but a memory for most people. But al least its a good one.
Now, with the release of Command and Conquer Generals, Lancaster and i saw a chance to recreate the Tiberium Dawn world in full 3D.
Half a year ago we started working on the idea. Unfortunately, we were both busy with other things, and we dropped the idea of a 3D Tiberium Dawn.
By that time, we had some work finished, wich i had saved on a CD.

Some time ago we decided to continue our work. It was worth the try, and altough most of the mod this far LOOKED like Generals, it didn't sounded like Generals anymore.
We had changed most of the sounds en tracks to the original C&C samples.
We have restarted the coding, modelling and editing, so we are back on track.

What are we going to bring to you?

Well, at this moment, we are replacing Generals items into Tiberium Dawn items. The sounds and units first. Eventually we will create a complete 3D Tiberium Dawn world with everything (and possibly even more) on it.
That raises a question though. Should we just go for the original story, and recreate it in 3d? Thats cool, and super retro, but might be a bit boring in the end. Or should we figure out a new story in the Tiberium universe? That way, we could come up with some surprises, but it will never be accepted as a true part of the story, making the Second Dawn less interresting for the story-fanatics.

We are working on that issue as well, but for now we are focussing on bringing Tiberium Dawn alive in full 3D

- The Second Dawn Team

#3 Stino

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Posted 04 January 2004 - 08:39 PM

Sounds very nice! Do you have some (little) screenshots?
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#4 Detail

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Posted 05 January 2004 - 09:15 AM

Should we just go for the original story, and recreate it in 3d? Thats cool, and super retro, but might be a bit boring in the end. Or should we figure out a new story in the Tiberium universe? That way, we could come up with some surprises, but it will never be accepted as a true part of the story, making the Second Dawn less interresting for the story-fanatics.

Why not do both?

#5 Kwartjuh

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Posted 05 January 2004 - 03:01 PM

Thats an option as well. Still, we have a long way to go before we can start worrying about these things. We start with replacing moddels and sounds first.

Another thing that i would like some thoughts about:

The Nod Artillery. In Tiberium Dawn it was totally mobile, and could fire without the need to deploy. It was quite slow and not very accurate. In Tiberium Sun the Artillery needed to deploy in order to fire, making it more vunerable while in 'mobile' mode. It was more precise than the Dawn version though.

Now, we want to stick close to Tiberium Dawn, but the possibilities with this engine are very tempting.

What would you guys prefer? Nod Artillery Dawn style? Or Sun Style?

#6 Detail

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Posted 05 January 2004 - 03:16 PM

I prefered the mobile artillery. Save you having to mess around deplying them, giving a more fast paced feel.

Will you have the multi-player only units? Like the chemical trooper, commando, napalm rockets?

#7 Comrade-Max

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Posted 05 January 2004 - 05:39 PM

you should have 1 nod artillary that dosnt need to fire but a shorter range than another nod artillary that needs to deploy

#8 Kwartjuh

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Posted 06 January 2004 - 10:08 AM

We are aiming for a nice Airstrip. I saw that other modders were also making one for there mod. It can be done, so we will have the Nod Airstrip, dont worry :)

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Posted 06 January 2004 - 10:56 AM

In TD the infantery were tiny. I think thay were about 6 pixels high. Will the infantery in SD be small?

#10 Kwartjuh

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Posted 06 January 2004 - 12:27 PM

No, the tanks will be big :)
Lancaster had his Mammoth tank model ingame yesterday and it was... well, huge!
We are trying to keep the scale right. The mammoth is very impressive to see.

#11 Lancaster

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Posted 06 January 2004 - 11:01 PM

Whohoo, havent been much on internet lately because I've been very busy with ....
*drumroll* ;)2 ... my very first skins .. ever

Here are 2 screenshots of the GDI Rocketlauncher and the Infantry.
O yeah and another cool screenshot.

About infantry size:
Size of the infantry can be smaller, but only if people would think its cooler when it's tiny.

And as for Artillery:
Renegade featured non-deployable arty's right? I personally think that slow moving, inaccurate non-deployable but devestating Artillery would be cool... just like in TD

(I kindof feel the need for POLLS here)

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Posted 06 January 2004 - 11:38 PM

Very nice. Is the yellow the house/player colour (like in TD)? Or is it just yellow?
You should make a seperate screenshot thread to help new viewers find what there looking for.


I think you should try to stay true to TD and not Renegade.

#13 Lancaster

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Posted 07 January 2004 - 07:34 AM

At the moment, yellow is the house/player colour. If i had chosen blue, those units would have been blue :)

I'm still trying to tweak the 'Gold' house/player colour to look exactely like GDI's colour in TD.

#14 Lancaster

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Posted 16 January 2004 - 09:24 AM

O yea. Just skinned the Mediumtank and the NOD Turret, they look pretty cool. I just forgot to put a factioncolor on them though ...

Also, our first map (wich we will use as a unit testbed), the famous GDI Beachhead map is near completion :shiftee:

#15 Guest_Unknown_*

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Posted 13 January 2004 - 07:07 AM

First of all this is a very nice mod you guys have going and I hope it doesn't die out.

I want to ask why you changed the MRLS from the ones in this shot to the ones in this shot. I personally like the ones in the first shot more, but did you guys change them to show team colors better?

I still have my TD Gold Cds......

#16 Kwartjuh

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Posted 13 January 2004 - 07:29 AM

The first shot was the MRLS of our first try. Some of these vehicles came from Renegade :rolo:
We decided to start all over again, and create our own units. Things are going much better now :)

About the teamcolors: I'll ask lancaster about it. He's working on that stuff.

#17 Lancaster

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Posted 13 January 2004 - 12:13 PM

Yea the old MRLS is cooler. but just the skin differs from what we use now :). Our new skinn will get better, don't worry.

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Posted 14 January 2004 - 05:45 PM

The best way to win is to remove the enemies funds. A strategic airstrike could do this, so in TS that added Harvester Truce, saving people from using strategies.

#19 Lancaster

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Posted 14 January 2004 - 10:30 PM

Harvester Truce, wasn't that useless against a active assault with the good ol' CTRL key? :)

#20 Ultimar235

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Posted 15 January 2004 - 10:34 AM

Ah very true Kwartjuh :)




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